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Reducing Student’s English Dialogue Anxiety in Online Learning through Board Game Rahma Nuzulia; Catur Kepirianto
Lensa: Kajian Kebahasaan, Kesusastraan, dan Budaya Vol 10, No 2 (2020)
Publisher : Fakultas Bahasa dan Budaya Asing (FBBA), Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/lensa.10.2.2020.263-279

Abstract

The COVID 19 has been going on since April 2020 in Indonesia. It has resulted in the Indonesian government, especially the Ministry of Education and Culture, taking preventive steps to minimize contracting the virus. One of them is using online learning for students to go to school. However, there are challenges for teachers and students while learning in an online class, such as students who are often absent, students will quickly feel bored, students tend to be passive in the learning process, students do not master the learning material, and much more. It also happens in an English lesson, especially a dialogue activity. This research aims to prove whether using a board game can be effective media to reduce students’ language anxiety level or not during English learning in an online classroom. The kind of board game is the combination between snake and ladder and candy land, or it has been modified based on learning purpose. The research design used in this research is a quasi-trial non-equivalent control group design. The samples of this research are 60 ninth grades of junior high school students which are divided into the trial and control group. Data analyses used in this research are using SPSS mean score, data deviation, while hypothesis testing used in this research is the Mann-Whitney test.  The result showed that a board game can reduce students’ anxiety levels. The data showed that the mean score of students after implementing board game reduces by 2.90 points, while the standard deviation increases by 2.901 points. From the Mann-Whitney test, it is known that Asymp. Sig. (2-tailed) is 0.003 or < 0.05 which shows that H0 is rejected, and H1 is accepted. From the data analysis, it can be shown that the board game is effective media to reduce students’ language anxiety in dialogue activity during learning in an online class. Keywords: board game, language anxiety, online learning 
English Literature Students’ Pragmatic Knowledge: Analysis of Strategy and Politeness of Refusal Nuzulia, Rahma; Agustina, Pradipta
SALEE: Study of Applied Linguistics and English Education Vol. 3 No. 2 (2022)
Publisher : STAIN Sultan Abdurrahman Kepulauan Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35961/salee.v3i2.486

Abstract

This study investigates and describes English literature students’ pragmatic knowledge in uttering English refusal statements in different situations (request, invitation, suggestion, offering). The purpose of this study is to analyze and describe students’ refusal strategy and politeness strategy while uttering English refusal. The participants in this study consisted of twenty-five undergraduate students, 7 males and 18 females, enrolled in the second and sixth semesters of the English literature department of Diponegoro University. The only instrument used by researchers in this study was a questionnaire based on Beebe et al.’s (1990) work. The result showed that the students use direct and indirect refusal strategies to refuse something. Most students prefer a direct refusal strategy to the interlocutors who are their peers (friends) or subordinates. However, some students (higher semester) prefer indirect strategies with their peers in some situations. It means that the students respect their interlocutor even though they are in a higher position. Moreover, in the politeness strategy, they use two types of strategies which are deference and solidarity politeness strategy. However, the students (higher semester) prefer to use the deference politeness strategy.
Literary Magic in The BFG: Crafting a Timeless Tale of Children Literature Nuzulia, Rahma
Saree: Research in Gender Studies Vol. 6 No. 2 (2024): Saree: Research in Gender Studies
Publisher : Pusat Studi Gender dan Anak - PSGA (Center for Gender and Child Studies) Institut Agama Islam Negeri Lhokseumawe, Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47766/saree.v6i2.3299

Abstract

ABSTRACT ENGLISHThe purpose of this study is to investigate the literary strategies that Roald Dahl utilized in his novel "The BFG" in order to create a piece of children's literature. The study focuses on the novel's innovative use of language, character development, and thematic elements in order to gain an understanding of how these elements contribute to the novel's enduring appeal. The existing data for analysis is derived directly from a tangible interaction with the text, which ensures that the analysis is accurate to the material that was initially being analyzed. When it comes to expanding the scope of analysis, scholarly articles, critical books, and findings from previous research, are also very significant. Furthermore, the research investigates the influence that "The Big Friendly Giant" has had on children's literature, focusing on the educational contributions it has made and the impact it has had on subsequent works. The purpose of this study is to produce a comprehensive understanding of Roald Dahl's narrative strategies and the significance of those strategies within the context of children's literature. This will be accomplished through a qualitative analysis of primary and secondary sources. ABSTRACT INDONESIANTujuan dari penelitian ini adalah untuk menyelidiki strategi sastra yang digunakan Roald Dahl dalam novelnya “The BFG” untuk menciptakan sebuah karya sastra anak. Penelitian ini berfokus pada penggunaan bahasa, pengembangan karakter, dan elemen tematik yang inovatif dalam novel tersebut untuk mendapatkan pemahaman tentang bagaimana elemen-elemen tersebut berkontribusi pada daya tarik novel yang bertahan lama. Data yang ada untuk analisis diperoleh langsung dari interaksi nyata dengan teks, yang memastikan bahwa analisis tersebut akurat terhadap materi yang pada awalnya dianalisis. Dalam hal memperluas cakupan analisis, artikel-artikel ilmiah, buku-buku kritis, dan temuan-temuan dari penelitian sebelumnya, juga sangat signifikan. Selain itu, penelitian ini juga menyelidiki pengaruh “The Big Friendly Giant” terhadap literatur anak-anak, dengan fokus pada kontribusi pendidikan yang diberikan dan dampaknya terhadap karya-karya berikutnya. Tujuan dari penelitian ini adalah untuk menghasilkan pemahaman yang komprehensif mengenai strategi naratif Roald Dahl dan pentingnya strategi tersebut dalam konteks literatur anak-anak. Hal ini akan dicapai melalui analisis kualitatif dari sumber-sumber primer dan sekunder.
Pemanfaatan Lembar Kerja Peserta Didik Berbasis Aplikasi Liveworksheet Sebagai Upaya Meningkatkan Keaktifan dan Prestasi Belajar Yulismar, Yulismar; Nuzulia, Rahma
Jurnal Kiprah Vol. 10 No. 2 (2022): Jurnal Kiprah
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Permasalahan yang dihadapi oleh guru mata pelajaran di kelas adalah kurangnya minat peserta didik dalam mengerjakan tugas dan banyaknya peserta didik yang tidak hadir dalam pembelajaran. Hal ini tentu akan berdampak pada hasil belajar peserta didik. Guna mengatasi permasalah tersebut, maka peneliti sebagai kepala sekolah melakukan penelitian tindakan dengan memanfaatkan LKPD berbasis liveworksheet guna meningkatkan keaktifan belajar dan prestasi belajar peserta didik. Penelitian tindakan ini terdiri dari 2 siklus. Setiap siklus terdiri dari 4 uraian kegiatan, diantaranya perencanaan, pelaksanaan, pengamatan, dan refleksi. Jumlah guru mata pelajaran yang terlibat adalah 8 orang yang terdiri dari Pendidikan Agama Islam (PAI), PPKn, Bahasa Indonesia, Matematika, IPA, IPS, Seni Budaya serta Bimbingan Konseling (BK). Sedangkan jumlah keseluruhan siswa adalah 287. Analisis data dalam penelitian ini adalah menggunakan metode deskriptif kualitatif. Hasil penelitian tindakan menunjukkan adanya peningkatan persentase keaktifan siswa dalam hal mengerjakan tugas dan kehadiran yang dilihat pada siklus I dan II. Rata-rata kehadiran peserta didik di dalam pembelajaran dari 87% meningkat menjadi 95%, dan rata-rata keaktifan mengerjakan tugas pada siklus dari 79% menjadi 94%. Nilai rata-rata hasil belajar menggunakan LKPD berbasis liveworksheet dari 85 menjadi 92. The problems in learning are that students frequently did not attend the class and do the exercises or homework. These problems will influence students’ achievement average scores, so the researcher does the school action research for problem-solving by utilizing the Lifeworksheet-based-student worksheet. This action research consists of 2 cycles. Each cycle consists of 4 descriptions of activities, including planning, implementation, observation, and reflection. The number of teachers involved is eight teachers consisting of Islamic Religious Education (PAI), PPKn, Indonesian Language, Mathematics, Science, Social Studies, Cultural Arts, and Counseling Guidance (BK). The total of students are 287. In the Data analysis, the researcher uses qualitative descriptive methods. The results showed an increase in students' percentage of activity in terms of doing assignments and attendance seen in cycles I and II. The average score of learning outcomes using life worksheet-based worksheets increased from 85 to 92. The students' average attendance in online learning from 87% increased to 95%, and the average activity of doing assignments in the cycles from 79% to 94%.
“I’m not gonna answer that”: A Critical Discourse Analysis of the Hawley-Zuckerberg Debate Rahman, Fadhlur; Nuzulia, Rahma
Journal of Current Social and Political Issues Vol. 3 No. 2 (2025): Journal of Current Social and Political Issue
Publisher : UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/jcspi.v3i2.1464

Abstract

The widespread use of social media has had a significant impact on digital power dynamics and accountability. Meta, the parent company of Facebook, Instagram, and WhatsApp, has frequently faced criticism for its social responsibility in addressing the detrimental effects of its platforms. Arguments between Senator Josh Hawley and Meta CEO Mark Zuckerberg during a US congressional hearing exemplified this tension. This study employs a Critical Discourse Analysis (CDA) approach based on Norman Fairclough's model, which has three main dimensions: text analysis, discursive practice analysis, and social practice analysis. This analysis demonstrates how Senator Josh Hawley and Mark Zuckerberg's debate at a US congressional hearing highlighted the tension between technological innovation and Meta-corporate social responsibility. Also, it emphasizes how Zuckerberg's apology lacked concrete steps in response to this issue, as he did not mention compensation for victims or major changes to the platform's algorithm. Hawley utilized hostile speech (aggressive or antagonistic, frequently with the intention of eliciting a negative response) to pressure Zuckerberg to admit Meta's failure to protect users. Ina contrary, Zuckerberg preferred defensive language (respond defensively, frequently in a manner that prevents open dialogue or hinders understanding) to project a positive picture of the corporation.
The Difficulties Faced by Pre-Service Teachers in Developing Differentiated Instructional Modules Jelita, Seri; Hanifah; Nuzulia, Rahma
Teaching English as Foreign Language, Literature and Linguisticss Vol. 6 No. 1 (2026): TEFLICS
Publisher : Program Studi Pendidikan Bahasa Inggris,, Fakultas Ilmu Pendidikan, Universitas Hasyim Asy'ari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/teflics.v6i1.11698

Abstract

This study aims to analyze the process of developing differentiated instructional modules and the difficulties faced by pre-service teachers in the English Education Program at Raja Ali Haji Maritime University (UMRAH). This study employs a descriptive qualitative approach with a sample of 34 seventh-semester pre-service teachers who have developed differentiated instructional modules. Data were collected through questionnaires, interviews, and document checklists. Informants were selected using purposive sampling. Subsequently, data analysis was conducted through several stages, namely data organization, transcription of interview results, repeated reading of data, coding, identification and grouping of themes, and data interpretation. The research findings indicate that pre-service teachers have attempted to incorporate elements of differentiated instruction into their module development, including adapting content, processes, and learning products to meet students’ needs. However, this implementation has not yet been fully optimized due to the limited variety in some of the differentiation components developed within the modules. In addition, various difficulties were encountered in the module development process. These difficulties stemmed from internal factors, such as a basic understanding of the concept of differentiated instruction that still needs to be developed and a lack of pedagogical experience, as well as external factors such as limited module references. Therefore, further training and mentoring are needed so that pre-service teachers can develop differentiated instruction modules more optimally and in accordance with students' needs.
The The Effect of Using a Roblox-Based Spelling Bee Game on Students’ Writing Achievement at SMPN 1 Tanjungpinang Nurfadilah; Rahma Nuzulia; Satria Agust
Jurnal Bastra (Bahasa dan Sastra) Vol. 11 No. 4 (2026): JURNAL BASTRA EDISI OKTOBER 2026
Publisher : Program Studi Pendidikan Bahasa dan Sastra Indonesia, FKIP, Universitas Halu Oleo Kampus Bumi Tridharma Andounohu Kendari, Provinsi Sulawesi Tenggara – Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36709/bastra.v11i4.2952

Abstract

This study investigates the effect of using a Roblox-Based Spelling Bee Game on the writing achievement of ninth-grade students at SMPN 1 Tanjungpinang. The study is motivated by students’ difficulties in spelling English words accurately, which affects vocabulary use and clarity in narrative writing. This research employed a quantitative pre-experimental method with a one-group pre-test and post-test design. The participants were 43 ninth-grade students selected through total sampling. Data were collected through narrative writing tests administered before and after two treatment sessions using the Roblox-Based Spelling Bee Game. Students’ writing was assessed with an analytical rubric adapted from the IELTS Writing Band Descriptors, covering task achievement, coherence and cohesion, lexical resource, and grammatical range and accuracy. The data were analyzed using descriptive statistics, the Shapiro-Wilk normality test, and the Wilcoxon Signed-Rank Test. The findings showed a significant improvement in students’ writing achievement after treatment. This study implies that spelling-based digital games can support writing instruction.